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About Franz Otto ZieberFranz Otto Zieber
Known Spells:
All Cantrips - Acid Splash, Arcane Mark, Bleed, Breeze, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Grasp, Jolt, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Scoop, Sotto Voce, Spark, Touch of Fatigue
1st Levels - Alarm, Auditory Hallucination, Burning Sands, Cause Fear, Charm Person, Comprehend Languages, Decompose Corpse, Disguise Self, Grasping Corpse, Grease, Interrogation, Liberating Command, Mage Armor, Mount, Prot vs. Good, Sculpt Corpse, See Alignment, Silent Image, Sow Thought, Touch of the Sea, Unlock Flesh, Unseen Servant --------------------
Abilities:
Str 8 Dex 14 Con 14 Int 18 Wis 10 Cha 12 Feats:
Additional Traits You gain two additional traits.
Combat Advice As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you. Healer's Hands You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes). Traits:
Precise Treatment You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.
Venicaan Medic You have studied at the College of Medicaments and Chirurgery, and know by sight the signs of ailments and toxins you might encounter. You gain a +2 trait bonus to Heal checks to treat diseases or poisons, and Heal is always a class skill for you. Deathtouched At some point you were tainted with the corruption of the undead, and you have gained some of their defenses. You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice). Thrune Informant The Thrice-Damned House of Thrune rules Cheliax with autocratic power, and its representatives can be found throughout the empire, drawn from all walks of life. Most of these agents do not work directly as government employees, but they still serve House Thrune in whatever ways they can. You are a true patriot of Cheliax, and have long worked for House Thrune as a paid informant. You report what you see to the authorities, and occasionally carry out specific tasks suited to your skill set and abilities when asked. People like you help prevent potential traitors and other “undesirables” from undermining Thrune’s authority and keep Chelish society running smoothly. You hope that with continued faithful service, you will eventually be rewarded with greater authority and autonomy as a sworn agent of House Thrune. You gain a +1 trait bonus on Diplomacy checks to gather information, Disguise checks, and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. Diplomacy Skills:
(Gain 8/level @2base+1Human+4INT+1FCB; ACP -0; 2 background skills)
Acrobatics +2 *Appraise +8 (1 BRank, 3 class, 4 int) Bluff +2 (1 rank, 1 cha) Climb -1 *Craft +4 *Diplomacy +7 (3 rank, 3 class, 1 cha) (+1 to gather info) Disguise +1 Escape Artist +2 *Fly +2 *Heal +11 (3 rank, 3 class, 4 int, 1 trait) (+1 if treating poison or disease) Intimidate +1 *KN: Arcana +10 (3 rank, 3 class, 4 int) *KN: Dungeoneering +8 (1 rank, 3 class, 4 int) *KN: Engineering +4 *KN: Geography +4 *KN: History +10 (3 BRank, 3 class, 4 int) *KN: Local +10 (3 rank, 3 class, 4 int) *KN: Nature +9 (2 rank, 3 class, 4 int) *KN: Nobility +8 (1 BRank, 3 class, 4 int) *KN: Planes +9 (2 rank, 3 class, 4 int) *KN: Religion +8 (1 rank, 3 class, 4 int) *Linguistics +8 (1 BRank, 3 class, 4 int) Perception +0 Perform (Any) +0 Ride +2 Sense Motive +0 *Spellcraft +10 (3 rank, 3 class, 4 int) Stealth +2 Survival +0 Swim -1 *Use Magic Device +5 (1 rank, 3 class, 1 cha) Languages: EQUIPMENT @ THIS LINK
Common, Infernal, Abyssal, Osiriani, Kelish, Celestial Racial Capabilities:
Bonus Feat:Humans gain an extra feat at first level.
Skilled:Extra skill rank each level. -------------------- Special Abilities -------------------- Proficiencies - Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Spellcasting: Prepared List; Spontaneous From List. Arcane Reservoir An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. Consume Life By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature’s Hit Dice equaled or exceeded the sage’s character level, or 1 point if the creature’s Hit Dice equaled at least 1/2 her character level. This ability is a death effect. This ability replaces consume spells. Necromantic Focus Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast. Arcane Exploits By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Character Fluff and Background:
Appearance: Franz is a rail thin human man of mixed Chelaxian and Garundi descent. Franz is typically dressed in a fine brown felt suit, or in a smock and gloves. He has sandy blonde hair in a wild swirl atop his head, deep gray puckers along his face that seem like old scars, and always wears a pair of thick glasses that tend to opaqueness.
Personality: A strong believer in the benefits of science and medicine, Franz nevertheless has an extraordinarily utilitarian stance towards life and death. He is happy to sacrifice some in what he believes will be a benefit to the many, and he regularly does so to advance his medical research. He is ambitious and driven. He sees Cheliax as one of the few countries with the specific mix of stability, ambition and tolerance for his work, and he hopes to rise within it to a position of power and authority. Recent Background:1. What is your character's connection to Longacre? Why is he here?
Background: Franz remembers little of his family, except that his mother killed his father when he was very young, to protect a young Franz from being sold into slavery by the man. He has traveled much of his life, first with his mother as a child, and then alone as an adult. Very early on, his sharp mind directed him down an academic path, one encouraged by his mother. He learned medicine at the Venicaan College of Medicaments and Chiurgery in Katheer, where his research earned him accolades and a position as a respected doctor. However, his experience as a doctor was a rocky one. Under his care, he was able to help many people who were suffering from diseases and ailments. But without divine magic, far too many of his patients died despite his efforts. No divinity thought to grace him with magical tools to aid others, so he grew obsessed with advancing his craft further and further. His obsession drove him to begin experimenting upon people that entered his care, attempting new and unproven treatments that hurt more often than they helped. His sterling reputation began to tarnish and his colleagues began to turn away from him. However, he turned up his nose to the narrow-minded doctors at the College, and decided to pursue an independent path. To that end, he took an extended sabbatical to the undead nation of Geb, where he hoped to learn more about the fundamentals of life and death without the chains of common medical knowledge. It was there they he learned arcane magic under the amused tutelage of Arixen, one of the Twilight Sages of Geb. Arixen appreciated the doctor's spirit and shared her knowledge of the manipulation of life force into both living and unliving creatures. Franz was an avid student until the end of his sabbatical, upon which he returned to Katheer, his head full of what he thought were bold new ideas to revolutionize medicine. He colleagues were appalled instead. He was driven out of the College as a disgrace. After traveling the Inner Sea as a wandering doctor for a number of years, he settled outside of Longacre and built a hospital to continue his work. He has since been more careful to keep his research secret, so that the masses do not rise up in needless panic. His hospital serves as a more practical counterpart to Rohalendi's Hospice and he shares what outsiders might see as a rivalry with the woman. However, he sees her as a dabbler rather than a true doctor. Botting and Macros:
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